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  #1  
Old February 24th, 2010, 02:54 AM

kianduatha kianduatha is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

You're right, I'm not really accounting for the berserk(which is pretty nice).

That situation with the angmar bowmen seems to be a fluke--they're good, but expensive enough that they're by no means overpowered. The buckler's a nice touch, though. They'll definitely win any archer duels if you can ever get enough of them.

I sort of like the shamans being able to thug out of the box(and be poor combat casters because of it). I doubt people will take an E9 bless just for the shamans(and witch king, who doesn't need the reinvig at all). They're easy enough to deal with, though, with that low a magic resist.
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Old February 24th, 2010, 10:36 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Nightblade (the random paths are 50% D and 10% DS; I know they have plate cuirasses and that's not really reflected in the picture. I figured they could wear them under the robes. These are the mages you get at high levels of PD, so they're the linchpin of the cave trolls):


Everyone loves assassins who can cast disintegrate!
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Old February 24th, 2010, 11:34 PM

rdonj rdonj is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

So far my main concern with this nation is, is it even playable? Mages are universally expensive, weak, and terrible at research. Do they have any magical options that are viable to allow them to survive in midgame? Or can they only be played against mod nations that are specifically designed to also suck at magic?
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Old February 25th, 2010, 12:03 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Well, that midgame is really going to be the hard part for them. They have pretty good access to death magic. The Witch King gives them at least some access to astral. The Gundabad shamen have blood magic, frequently at B2 with douse 1 natural. So, late game magic should be pretty good for them, but really, a lot of that is riding on the Witch King. Their national mages are good enough to cast a few staple spells. The recruit-everywhere ones can cast frozen heart, numbness, shadow bolt/blast, disintegrate, ghost grip, skellispam, and orb lightning. The cap-only ones can cast falling fires, pillar of fire, prison of fire, disintegrate, ghost grip, bane fire takes a staff or gems, skellispam, blood boil, hellfire, hellbind heart, leech, and some acid spells with a bit of help from gems and a water bracelet. They can forge all of the penetration items (though using the Witch King to make the astral ones is probably a waste). Rituals-wise, they have quite a few blood possibilities, with vampires and various demons being quite viable, but also leviathans, undead archers, and such. Using a pretender to get access to the higher-path blood summons and boosters would get you up to more diversity there. Hidden in snow is castable by the recruit-everywheres, and the nation has enough death to climb the ladder to tarts, but has no means of un-afflicting them naturally. With the Witch King, you can even skip ahead directly to lichcraft.

When I get to national summons, I'll probably be giving them some wraith summons to act as thugs. The barrow wights from The Fellowship of the Ring were men of Angmar.
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